Ways of Witchcraft
- Serve your patron's will, it is entwined with your own
- Engaging in that which grows and flows
- Knowing that all cycles renew...
- For some more than others
Ways of Witchcraft
Each hedge wizard knows 1d4+2 spells per spell level. For instance, a 3rd level hedge wizard might have three 1st level spells and five 2nd level spells that he can select to prepare. Each one they know is drawn from a god or spirit's list (see below). What the spell is can then be chosen or selected at random, though they cannot be ones that cause any damage- at least not on purpose. Hedge wizardry is generally more subtle than that.
They can otherwise cast the same number of spells per day as a magic-user of equal level, though of course, those prepared as a component can only be cast again once they've been used or expire.
Hedge Wizard Tests
Buyer beware. Such things happen when rolling a 1 for a hedge magical side-effect and failing to save, or when rolling the same side-effect number thrice. All may occur regardless of it being a customer or the hedge wizard himself.
Ways of Hedge Wizardry
Ways of Druidry
Wizard Spells
Ways of Wizardry


1-9. A greater cost is required. The one undergoing the test suffers permanently until another test might change the curse. Roll 1d6, compounding any results that are incurred repeatedly.
1. Health: Become sensitive to some common substance or situation, taking -1d6 to all rolls when exposed to it for the next 1d6 hours. It will likely be something related or in opposition to the warlock's god, whether some foodstuff, plant, beast, time of day, weather pattern, mortal triviality, or the like.
2. Wealth: Must toil for some master for at least 2d6 hours a day, being generally bound to the place. How else to earn one's keep?
3. Fortune: What one most values is taken from them 33% of the time. Whenever they reach to enjoy it, it may inevitably be lost again. Few would be surprised.
4. Fame: Those who encounter the one undergoing the test must save vs. death/ make a Will save DC 10 or either strive to flee them (if weaker) or strive to harm them (if of similar might or stronger) for a minimum of 1d6 rounds. Gaining power over others is thereby encouraged.
Ways of Dark Magic
Ways of Sword & Sorcery
Tenets of Medieval Orders
1-9. All things come to an end, some more unfortunately than others. The dark age cleric (or whomever is affected by this test) experiences austerity. Each result will compound when experienced more than once, and might only be undone once he (or the dark age cleric who caused it) rolls a magical side-effect of 12 at some point (see Part I).
As for what the thing affected is, roll 1d8: [i] magic spell, [ii] thing held, [iii] thing worn, [iv] thing consumed, [v] thing read, [vi] thing sat upon, [vii] mode of transport, [viii] furnishing.
Bronze Age Tests
Great works may collapse with an even greater fall.
1-9. The gods appear angered! The bronze age cleric loses access to all his spells and his turn ability. Roll on a matching table below to determine what tasks he must perform to have each one of them restored.
Glorious Warrior (d6)
[1] Ride upon a chariot with 3d4 or more spectators viewing the resplendent act.
[2] Hold twin, golden weapons before the brilliant sun.
[3] Spy a new land, place, woman, or group to be conquered by his might, drinking well afterwards in celebration.
[4] Deposit 3d3 weapons in water, or have them be bent and buried as an offering at least.
[5] Capture 2d3 cattle, whether beasts or lesser men.
[6] Impressively defeat 1d3 foes from a rival group.
Gods of the Bronze Age
Tenets of Bronze Age Gods
Tenets of Stone Age Gods & Spirits

Divine Tests


